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A04 Forest For The Trees

The document outlines the credits and background for the adventure 'Forest for the Trees,' designed for Pathfinder and 3.5 OGL compatible games, involving a logging camp threatened by supernatural forces. Players must navigate challenges posed by local fey and fulfill quests from the Great Hamadryad to resolve the conflict between loggers and forest spirits. The adventure includes various hooks, character interactions, and encounters that lead to a resolution of the logging operations in West Wood.

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Samuel Dias
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
318 views30 pages

A04 Forest For The Trees

The document outlines the credits and background for the adventure 'Forest for the Trees,' designed for Pathfinder and 3.5 OGL compatible games, involving a logging camp threatened by supernatural forces. Players must navigate challenges posed by local fey and fulfill quests from the Great Hamadryad to resolve the conflict between loggers and forest spirits. The adventure includes various hooks, character interactions, and encounters that lead to a resolution of the logging operations in West Wood.

Uploaded by

Samuel Dias
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CREDITS

Creative Director • Jonathan Nelson


Senior Art Director • Todd Gamble
Editor • Jonathan Nelson
Editorial Assistance • Stephen Yeardley
Graphic Designer • Todd Gamble
Publisher • Jonathan Nelson
PDF Layout and Design • Joshua Gullion
Cover Artist
Todd Gamble
Cartographer
Todd Gamble
Contributing Artist
Tim Tyler
Adventureaweek.com, LLP Founders
Jonathan Nelson & Todd Gamble
Special Thanks
Stephen Yeardley, Joshua Gullion, Will Myers
Nathan Land, Cory Vickruck
“Forest for the Trees” is a 3.5 OGL & Pathfinder Compatible Adventure designed for four to six 2 nd-3rd level PCs.
This product makes use of the 3.5 OGL, Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game, and
Pathfinder Roleplaying Game Bestiary. These rules can be found online as part of the 3.5 SRD and Pathfinder
Roleplaying Game Reference Document at http://www.d20srd.org/ and http://paizo.com/pathfinderRPG/prd/ respectively.
This adventure is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or
the 3.5 edition of the world’s oldest fantasy roleplaying game. The OGL can be found on page 27 of this product.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version
1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.),
dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as
Open Game Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this
Adventureaweek.com, LLP game product are Open Game Content, as defined in the Open Game License version 1.0a Section
1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form
without written permission.

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Adventureaweek.com, Adventureaweek.com, LLP. All Rights Reserved.
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the Village of Rybalka, and Rybalka’s Best Vodka are registered trademarks of Adventureaweek.com, LLP;
Adventure Background Adventure Synopsis
Five years ago men from the local village The PCs travel from the village to the west
started to log West Wood (located just east toward a logging camp. They attract the
of the Crypt of Sun Lord Ka’Teek). The attention of a female Pixie who follows
nearby forest was nicknamed by the them from afar.
loggers due to the simple fact that it was
due west of the infamous Dark Wood. When they arrive at the logging camp the
West Wood was a prime target for two PCs meet Gordon the Lumber-Master. A
reasons: first it is much safer than the group of disgruntled loggers poses a
dreaded Dark Wood (which is teaming potential threat which must be diffused by
with devils and monsters), second it has an the PCs. Gordon tells the PCs about the
elevated pond. The elevated pond was easy incident at the clear-cut and offers to join
to dam up and install a system which the PCs in their investigation.
controlled the flow of water. This assisted When the group reaches the clear-cut an
the loggers by carrying logs down the river eerie voice on the wind tells them to leave
and out into the Serpent Lake. A ship the forest.
would then pick up the logs and transport
The adventurers follow the voice to the
them to the Klavek Homeland. Once the
Sacred Grove where six Hamadryads
installation of the dam was in place a
guard the Great Hamadryad (an ancient
group of local loggers moved in, built a
treant). The Great Hamadryad refuses to
base camp, and went to work logging
speak with the group unless the PCs are
West Wood.
willing to help her. The Great Hamadryad
A few days ago the logging team was busy asks the PCs to take on three quests where
working at a clear-cut next to the lumber they will obtain three objects and return
pond. Gordon the Lumber-Master was in them to her.
charge and most of his men were hard at
The PCs visit a Kobold cave, a Pixie
work when something strange happened. A
village, and a washed out Brownie village
strong wind suddenly sprang up out of
in search of the items to fulfill the Great
nowhere and the sky grew dark. The
Hamadryad’s quest.
loggers began to hear an eerie whisper
upon the wind. At first the whisper was The group returns to the Great Hamadryad
incoherent, but it slowly rose in volume and presents the objects. She will now
until the loggers could discern the speak with them regarding the status quo.
message. It said “leave this place She gives the PCs an ultimatum. She asks
unwanted creatures, or you will fall dead them to escort the loggers out of the forest.
one by one.” If they refuse the Great Hamadryad will
attack the PCs while simultaneously
Gordon ordered his crew off the hill and
telepathically ordering the Dryads to
back to the base camp at the edge of the
destroy the logging camp; killing all of the
forest. They sent word to the mayor of the
loggers in the process.
local village using a carrier bird.
Adventure Hooks He just received word via carrier pigeon
that some evil entity has threatened to kill
1. Mayor Igor Leonid of Rybalka the loggers should they cut down any trees
summons the PCs to the Rybalka City Hall in West Wood.
and explains the situation. He is willing to
offer them 100 gold each if they can solve 3. Wvolf (or a local ranger) approaches
the problems at the logging camp and the PCs to warn them of a potentially
return the crew to work. He gives them a dangerous situation brewing in West
map of the area and directions from Wood. Through his various sources Wvolf
Rybalka to the logging camp. Once there has heard that the loggers have delved too
Gordon the Lumber-Master will direct deep and felled one too many trees. Now
them further. (If you are not using the the beings living in the forest want the
AaW Campaign Setting simply replace loggers removed. If they fail to leave the
Rybalka with a village of your choosing.) forest dwellers will take matters into their
own hands. Wvolf does not inform the
2. A logger was recently injured while PCs where he gets his information.
working in West Wood and is now
recovering in the village. He informs the
PCs that his friends and fellow loggers
need their help. Something has happened
and the camp is shut down.

Forest for the Trees – Map Key


Tricks & Pranks
1.Barren Snow Fields
As the PCs near the edge of the forest a
Heavy snowfall and gusty winds have small Pixie named Trialia grows interested
recently buried these barren fields in 5 in them. The PCs look different than the
feet of snow. other humans she has seen visiting the
area. Trialia has recently lost her innate
Those without snow shoes will find invisibility due to fluctuations in the life
progress through this area extremely slow. force of the forest. Dealing with the loss
Each step causes one to sink deeper and of such an important ability, Trialia
deeper into the snow. Movement is watches the PCs from the safety of the
reduced to 1/4. Every so often the PCs forest. She finally decides to start
come upon a marker driven into a tree or following, but does so discretely at a
posted using a tall wooden sign driven distance by hiding in tunnels and holes
deep through the snow and into the frozen made by snow rabbits.
earth beyond. The markers are made of
wood and painted with a red directional Skill Check:
arrow showing the way from the village to
Spot/Perception DC 20
the logging camp.
You will want to make this
Barren fields packed with check privately so the players don’t catch
almost 5 feet of snow meander on. This Pixie Trialia needs some time to
over small hills to the edge of a pull some pranks.
dark forest. The tall pines begin
Success: “You notice that something
abruptly like a thick dark green blanket
small periodically pops its head out of the
against a bright white background. The
snow behind you. It appears to be
forest climbs a gentle rise and then works
following you.”
it’s way into the cracks and seams of
aged gray moss covered rock. White
If the group stops and turns around Trialia
snow rabbits and mice occasionally pop
will immediately cast entangle on the tall
their heads out from under the snow and
grass that grows deep beneath the snow.
rush from one hiding place to another.
The grass will magically grow and begin
You keep your eyes peeled for the next to wrap around the legs of the PCs. As
marker, a large wooden post painted red they deal with this threat she will quietly
and driven through the snow into the firm slip away into one of the deeper rabbit
earth below. You finally spot it up ahead holes in the snow.
and check the directional arrow on top
Halfway to the logging camp the PCs start
which points due west closer to the
having pranks pulled on them – boots tied
forest’s edge. You continue to trudge
together, holes in their waterskins, being
along following the markers and hoping
tripped and falling in the snow, and a huge
the logging camp is not too much farther.
snowball rolling down the hill toward the
party!
Trialia the Pixie CR4
XP 1,200
NG Small fey Go wild with ideas and have fun with
Init +5; Senses low-light vision; Perception +9 the PCs as they try to determine who or
DEFENSE what is causing these shenanigans.
AC 18, touch 17, flat-footed 12 (+5 Dex, +1 dodge, You may choose the required ability checks to
avoid these pranks. Even if the PCs fail their
+1 natural, +1 size)
checks, none of the pranks cause physical
hp 18 (4d6+4) damage (none permanent anyway!)
Fort +2, Ref +9, Will +6
For Trialia it’s all in good fun!
Defensive Abilities Invisibility (temporarily unavailable)
You may eventually decide to let the PCs
DR 10/cold iron; SR 15
discover Trialia the Pixie. She will politely ask
OFFENSE to tag along with a mischievous look in her eye.
Speed 20 ft., fly 60 ft. (good) If the PCs refuse, she will still sneak about
from a distance continuing her pranks, singing
Melee short sword +8 (1d4–2/19–20) silly songs, and making the PCs lives
Ranged longbow +8 (1d6–2/×3) miserable. If the party agrees she also agrees to
stop the pranks (for the time being).
Special Attacks special arrows
If Trialia the Pixie accompanies the PCs on
Spell-Like Abilities (CL 8th) their quest she will not reveal any of the
Constant—detect chaos detect evil, detect good, detect law surprises in store for them. Trialia holds great
respect for the Great Hamadryad and will do
1/day—dancing lights, detect thoughts (DC 15), dispel
anything she can to assist the great mother. If
magic, entangle (DC 14),lesser confusion(DC 14),permanent
and when the PCs approach Pyrandia (the Pixie
image(DC 19; visual and auditory elements only),shield
Village) she will sneak off to warn Sir
STATISTICS Dellwood that the “tall ones” are coming
Str 7, Dex 21, Con 12, Int 16, Wis 15, Cha 16
Base Atk +2; CMB -1; CMD 15 Shenanigans

Feats Dodge, Weapon Finesse School universal; Level bard 0, druid 0,


sorcerer/wizard 0
Skills Acrobatics +12, Bluff +10, Escape Artist +12, Fly +18, Component V, S, M (a torn boot lace)
Knowledge (nature) +10, Perception +9, Sense Motive +9, Range close (25 ft. + 5 ft./2 levels)
Stealth +16, Use Magic Device +10 Target 1 creature within range
Languages Common, Sylvan Duration 1 round/level (level 0 = 1 round)
Saving Throw none
SPECIAL ABILITIES Spell Resistance no
Irresistible Dance Shenanigans are tricks that can confuse or confound the
target due to minor mishaps. You cause shoe laces to be
Special Arrows (Su)
tied together, buckles to come unbuckled, cause water in
Sleep: The target must succeed on a DC 15 Will save or fall a water skin to taste strongly of lemon, or make a
asleep for 5 minutes. target's favorite sword blue. Any effect is subject to
Charm: The target must succeed on a DC 15 Will save or be DM approval and these effects end when the spell
affected as though by a charm monster spell for 10 minutes. duration ends. Shenanigans cannot be used to cause
actual harm to the target. You can create a different
Memory Loss: The target must succeed on a DC 15 Will save effect each round the spell is in effect.
or be affected by a modify memory spell (this effect can only -Will Myers
eliminate the previous 5 minutes of memory—a pixie
typically uses this ability to make the target forget it
encountered the pixie so it won’t chase the pixie when she
flees).
The loggers heard an eerie whisper upon
2. Logging Base Camp the wind, it said “Leave this place
This clearing is full of stumps and a few unwanted creatures, or you will fall dead
felled logs around campfires with two one by one.” Gordon ordered his crew off
outbuildings, a smithy, and piles of the hill and back to the base camp at the
logging equipment. A water flume edge of the forest. They sent word to the
redirects water from a stream in the hills mayor using a carrier bird. The PCs arrival
into the camp to turn a mill-blade and is the loggers first response from the
operate saws. village.
You approach a remote logging While Gordon is explaining himself a man
camp at the base of a rocky tree named Grelf approaches wielding a sharp
covered hill. Two outbuildings hand axe. Grelf is tired of outsiders having
provide protection from the a say in how the loggers do their job. He
elements for the loggers while an on-site wants to get back to work so he can pay
smithy is available for equipment repairs. off a debt owed to the government and
A water fume directs water from a source return to the Klavek Homeland.
in the hills into the camp to turn a mill-
blade and operate saws. An angry looking logger approaches
you. He has arms the size of tree
trunks and wields a sharp hand axe.
“Why don’t you city trash go back
The Loggers seem in a foul mood and where ya came from? We don’t need ya here!
clomp about the camp in a daze, drinking You’re all wasting our time!” The man shakes
coffee and sitting on logs around the fire to the axe at you. He’s starting to get a little too
keep warm. Drizzly rain and some hail close for comfort.
begins to fall on the camp making the Here is a good opportunity for some role-
ground slushy and muddy. playing. Although the party does not have
many answers, they must tell the loggers
something or risk civil unrest. Many of
Gordon the lumber-master approaches the these men are brutish woodsmen types
PCs. Although he doesn’t like their presence who “don’t take crap from nobody” and
here any more than the rest of his crew, he sees will actually threaten or even attack PCs
them as a necessary evil. He hopes they will
finish their job quickly so the loggers may
who refuse to answer their questions.
return to work. Gordon turns to the man “Grelf, you
don’t want to do this. You’ve nearly
Disgruntled Loggers paid off your debt to the Monarchy.
Gordon explains that a few days ago his These adventurers will take care of
team was working in a clear cut, felling this quickly.” A few loggers overhear this
trees into the log pond. Suddenly a strong and begin to gather around your party.
wind came up and the sky grew dark. “Won’t you?” Gordon peers into your eyes
seeking answers.
Skill Check
Diplomacy DC 15/20
Failure = Grelf rallies a small group of the men. (4 loggers) They brandish hand
axes and demand the PCs return to the village. If the PCs refuse to leave Grelf and his
followers attack both Gordon the Lumber-master and the PCs. The men blame Gordon for
calling outside help before the loggers had the chance to investigate further. The loggers only
seek to injure the PCs and Gordon. They are not evil, simply men who must make a living to
feed their families. If it comes down to it, they will fight to protect their livelihood.
15 Success = The loggers temporarily back down and accept the PCs answer. Grelf on the
other hand doesn’t care at all for the PCs answer and begins to push around whoever retains
the leadership role in the party. (If the PCs don’t think or act quickly combat between Grelf
and the PCs will initiate within 1d4 rounds.)
20 Success = Both the loggers and Grelf accept the PCs answer and back down. Grelf is still
perturbed and wanders around complaining to others about the presence of the PCs. If the
group attempts to remain in the logging camp overnight they may find themselves in hand to
hand combat with a drunken Grelf at the community campfire that evening.

Skill Check
Intimidate DC 25/30
Failure = With the PCs attempting to intimidate a group of soaking wet, out of
work loggers, Grelf is able to gather a small group (6 loggers) which outright attack both
Gordon the Lumber-master and the PCs. A couple of these men will actually fight to the death,
whereas the rest simply want to teach Gordon and the PCs a lesson.
25 Success = The loggers fear the PCs reprisal should their work crew choose to rise up
against them. Most of the loggers back down leaving only Grelf and two of his closest
friends who move in and begin to push around whoever holds the leadership role in the
party. If the PCs do not act quickly this will escalate to full scale combat in 1d4 rounds.
30 Success = Grelf and the loggers back down. Some of the loggers may have heard of the
PCs adventures and fear confronting such skilled warriors. Grelf isn’t one to be pushed around
through and decides that he will follow the PCs on their quest from afar. When the PCs meet
with the Great Hamadryad Grelf will eavesdrop and return to the loggers spreading word of
this creature and the PCs who are now working for it. This will cause a major uprising at the
logging camp. When the PCs meet the Great Hamadryad for the last time a group of loggers
suddenly charges from the woods, surrounding and attacking the ancient Great Hamadryad.
The loggers wish to fell this creature so that they may continue logging the forest. If this path
comes to pass than the Hamadryad’s redirection of the Logging Pond toward the camp will
prove ineffective. It will simply cause minor damage to some of the logging equipment and
wash away food and supplies. The logging will continue.
Grelf CR1 Potential Combat
xp 200 These unkempt brutes of the forest
wear filthy, rain soaked garments and
CN Medium Humanoid (Human Male) carry sharp hand axes at their side.
Init +0; Senses Perception +0 Frowns and grimaces greet you as you approach
and some of the men heft up their axes moving
Defense
menacingly toward you.
AC13, touch 10, flat-footed 13 (+3 Armour)
(20 total) Loggers CR 1/3
hp 15 (1d10+8)
XP 135 each
Fort +3, Ref +0, Will +0
N & CN Medium humanoid (Human Males)
Offense Init +0; Senses Perception +0
Speed 30 ft. DEFENSE
Melee Hand Axe +4 (1d6+4/x3) AC 12, touch 10, flat-footed 12 (+2 Armor)
Space 5 ft.; Reach 5 ft. hp 10 each (1d10+5)
Fort +3, Ref +0, Will +0
Tactics Grelf has always been a bully and knows
his way around a fight. He will wait for the other OFFENSE
loggers to surround the PCs then attempt to take Speed 30 ft.
down the party leader. Melee Hand Axe +3 (1d6+3/x3)
Morale Grelf has a bully mentality and will Space 5 ft.; Reach 5 ft.
continue to attack until knocked unconscious or
killed. Tactics The loggers are not skilled warriors, but
Grelf has a nasty case of Ophidiophobia and will under Grelf’s leadership they surround and attack
shriek like a baby and flee at the first sign of a the PCs starting with spell casters of any type.
snake. Morale If Grelf is knocked unconscious or killed
If Grelf is knocked unconscious or killed there is there is a 10% cumulative chance per round that
a 10% cumulative chance per round that the the loggers will lay down their weapons and
loggers will lay down their weapons and cease cease further bloodshed. Those still alive beg
further bloodshed. forgiveness from the PCs or flee into the
wilderness hoping to return and gather their
belongings later.
STATISTICS STATISTICS
Str 18, Dex 11, Con 18, Int 8, Wis 9, Cha 9 Str 15, Dex 11, Con 12, Int 8, Wis 9, Cha 9
Base Atk +1; CMB +3; CMD 13 Base Atk +1; CMB +3; CMD 13
Feats Athletic, Toughness Feats Athletic, Toughness
Skills Climb +10, Intimidate +5, Swim +7 Skills Climb +8, Intimidate +3, Swim +4
Languages Common Languages Common
Gear: Studded Leather Armor, Hand Axe, Iron & Gear: Leather Armor, Hand Axe, Iron & Wood
Wood Mallet, Various Milling Tools, 11 sp Mallet, Various Milling Tools, 11 sp
If the PCs are attacked by any of the Should the group refuse they must
disgruntled loggers the rest of the loggers convince him to stay put while they attend
stand back and begin to place bets. to their mission.
As long as none of the PCs initiated the
combat, Gordon hefts up a double bladed Gordon will lead the group toward the
axe used for felling huge timber and offers clear cut in area 3. On the way there the
to go with the group. “I’m not afraid of group may wish to investigate the forest
death, nor his minions.” Gordon says with further.
a smile before throwing the axe over his
shoulder.

Skill Check Skill Check


Diplomacy DC 18 Spot/Perception DC 16
Success = Gordon will give the Knowledge: Nature DC 12
group directions but will stay safely in the
Success = You notice that the health of
logging camp until the PCs return.
this forest seems quite poor. The pine
Failure = Gordon will refuse to stay in needles on most of the trees fall to the
the camp and will accompany the PCs on ground as you brush by them. The snow
their quest. He will begin by leading covered forest floor is littered with brown
them to the clear cut at the top of the needles and fallen limbs. The plants
forest hills. The PCs must figure out a which are able to crest the large snow
way to deal with this major liability and banks are pale and devoid of life. Even a
keep him alive for the duration of the skilled herbalist would find little value in
journey. the plants growing here.
3. Clear Cut A section of the forest in a two
mile radius has been clear cut.
This area has been heavily damaged by The fallen timber has been
reckless logging practices. All of the dumped in a nearby pond for the
trees in a two mile radius have been cut time being. A makeshift dam holds the
down. A pond nearby has been outfitted logs in place. The dam can presumably
with a makeshift dam and overloaded can be knocked down to empty the pond
with the timber. water into the trickling stream below and
push the lumber into the great Serpent
Lake.
The journey through the forest is
a peaceful one. A heavily
traveled trail from the logging This area is devoid of wildlife. The
camp meanders up through the reckless logging practices have decimated
rocky tree covered slopes. The lush green the ecological balance in this area.
forest surrounds you and the pine trees
keep the heavy snow hoisted high above This pond was once full of fish which both
in their great arms. wildlife and humanoids in the forest used
Finally you emerge at the top of a great as a food source. The fish fed upon an
climb to a massive circle of destruction. algae which grew using the light of the
sun. Now the fish cannot get proper
As the group moves into this area they will oxygen due to the massive amount of logs
notice that no new life grows here and filling the water, and their food source has
large amounts of snow blanket the region, been depleted. Only a few fish still live in
no longer caught by the trees above. Even the pond, but those that do are sickly and
the tree stumps are barely visible above dying.
the large amount of snow fall. In the
distance the rocky crags of the nearby The creatures that once used the trees for
mountains can be seen. homes and food have since died or moved
to other parts of the forest.
Diseased Scrag The clearing has a few tracks from foxes
A nasty and diseased Scrag named Slog and deer that have passed through the area.
calls this logging pond home. In the past If the PCs investigate they will notice
he ignored the lumberjacks and instead some tracks that are unfamiliar even to the
dined daily on a steady supply of fresh fish most skilled of trackers.
from the pond. Ever since the loggers Skill Check:
filled his pond with logs his food supply Perception/Spot DC 18
has been dwindling. Slog has subsisted on
a diet of dying fish and diseased beavers in Success: Strange tracks are
order to survive. Now that his food supply visible in the snow, as if a group of giant
is nearing an end he frequently comes to snakes slithered through this area and into
the surface in search of fresh kills. He is the forest to the east.
so hungry now that he will go after GM Info: These tracks were left by the
hunters, loggers, and even wandering Hamadryads who guard and watch over
adventurers! the Great Hamadryad, Protector of the
When the PCs wander near the pond he Wood.
waits for one to get close and then reaches
out, attempting to drag one under water.
After the group has explored the area for a
Slog bit the wind suddenly picks up and the sky
fills with threatening storm clouds. A
Scrag, Troll CR 4 whispering voice can be heard upon the
3.5 OGL | Pathfinder wind calling out to them. “Return from
If Slog successfully hits a PC with a claw whence you came. This matter does not
or bite attach the PC must make a Fort concern you. If you stay you too will die”
Save DC 15 or catch his disease. This
Skill Check:
disease causes living tissue to rot while still
clinging to the frame of the victim. It is a Perception/Listen DC 20
vicious disease causing a loss of 1 hp per Success: The PCs notice that
week permanently until cured. Even after the wind (and thus the voice) is coming
being cured the lost hp cannot be regained. from the forest to the east.
The onset of the disease is 1d4+4 days.
Slog is diseased and has lost the ability to If Trialia the Pixie is with the PCs she will say
regenerate damaged tissue. “The Great Tree Mother is not happy with you
big lugs!” Trialia knows that the Great
If this enemy is too strong for the party cut Hamadryad lives to the east of here but will never
the HP in 1/2 and lower the CR give up the location. There is a bond between all
accordingly. The Scrag is diseased and the good forest creatures that they do not break
dying after all. and Trialia despite her chaotic nature will not
betray another.
The Great Hamadryad and the Six
4. Sacred Grove Sisters
This grove is strategically set into a The trees which surround the Great
steeply rising hillside to the east. The Hamadryad are lesser Hamadryads and
hill is covered in loose rock and packed have statistics identical to Dryads with the
snow ready to come tumbling down at added ability of shape-shifting into an
the slightest disturbance. An immediate immobile tree at will. If anyone attempts
drop off to the north makes this location to harm the Great Hamadryad the six
impossible to approach from anywhere Hamadryad sisters will attack mercilessly
save the southwest. until the guilty party is slain.
The Great Hamadryad “Dalarna” has been
planted firmly in this place for so long that
Six tall smooth trees grow with she would find it very difficult to move
beautiful symmetry in a perfect herself. Thus, she requires 3 rounds
circle around the biggest tree before being able to move freely about.
you have ever seen. It would
take nearly 50 people holding hands to Potential Combat
round the trunk of this great tree. (6) Hamadryads
Although the giant tree is wide, it is also 3.5 OGL/Pathfinder
squat, its limbs covered in lush pine
needles. The 6 trees that grow around it Add:Whispering Wind (Su)
appear to have been planted strategically Add: If all 6 Hamadryads concentrate for 3 full
rounds they are able to use Winds of
to guard the larger tree. Vengeance(Sp) as per the spell but limited to a
single round.
Remove: Tree Meld(Su) & Tree Dependent(Su)
Add: Change Shape: Tree/Dryad(Su)
This location looks very difficult to
approach with the trees growing into the
side of a rising hill that turns into a
dangerous slope littered with loose rocks Potential Combat
and snow banks. To the north the ground “Dalarna” the Great
drops away in a dead-fall some 200 feet to Hamadryad (Treant)
the forest floor below. A beautiful look 3.5 OGL/Pathfinder
out grants a view of the landscape past
Weakened State: 1/2 HP
Rybalka and into the Serpent Lake and it’s
peninsulas and inlets. Weakened: CR 6
As the party approaches the great tree a If the PCs kindly greet her she will
strong gust of wind suddenly slams into respond as follows:
them knocking them back a few steps. The
wind picks up with a myriad of soft female
voices upon it “We the six sisters forbid “Just like those before you, you
you to speak to the mother.” If the PCs care not where you tread or
ask any questions aloud the only answer what you kill. You dare to
they get is “Go back and tell the rest of disturb the slumber of ancients
your kind they are not welcome here. If who dwelt here ages before your
they return they will surely die.” ancestors were born. Your kind has been
warned to leave this forest or die.”
After this the Great Hamadryad finally
decides that she has something to say.
Allow the PCs to respond before
The ground begins to rumble continuing.
and you look around for
something to hold on to. Just “I will speak no further regarding this
as you find something, the unless you fulfill three quests for me.“
shaking stops. The limbs of the great tree
begin to move and the twisted face of an
old woman with exaggerated features If the PCs accept continue. If they refuse
appears in the bark. She peers out at the the Great Hamadryad will give the loggers
group and watches you in complete 3 days to leave the area before unleashing
silence. the entire logging pond on their camp
killing all of the loggers and transforming
the site into a hearty stream leading out to
If the first response by the PCs is negative Serpent Lake.
she will respond by disappearing into the
tree and telepathically ordering her six
daughters to attack. If the Dryads are
injured the Great Hamadryad won’t
hesitate to join in the fray if needed.
Perhaps killing these pink skinned
creatures will teach the rest a lesson she
assumes.
“First you must journey through the woods to the northwest of here to the
cave of the Kobolds on the edge of the Jagged Crags. These Kobolds are
known for a fine delicacy: pickled fish. Bring me one such fish but please,
spare the lives of the Kobolds.”
“Second you will travel back into the forest to a location to the southwest of here. The
tiny village of Pyrandia is hidden away in the trees, a village of Pixies. See if you can
find their home and pay them a short visit. Mark the location on a map which you
will later bring to me to prove you have successfully found Pyrandia.”
“Third, travel due west from the Pixie village until you reach a small
trickling stream. Follow it toward the great lake until you find the home of
the Brownies. Ask their leader how their people fair and bring me the one
thing that all those Brownies have in common.”
”After you have done all three of these things return here. Then we will speak
further.”
The giant trees limbs return to their former positions and the face contorts and
disappears back into the ancient bark from whence it came. A silent breeze brings a cold
which chills you to the bone.

5. Kobold Cave
A small cave on the edge of a rocky hillside
sheltered from the snow and spotted with trees

The Kobolds
The Kobolds have called this cave
home for longer than they remember.
Every year they fish the pond to the
west of their cave to sustain their families and
pickle the rest to eat throughout winter.
This year there have been no fish, and now the
Kobolds starve. They have depleted their supply
of pickled fish and now hunt the area for
whatever they can scrounge up. Even humans
have become fair game to them. One such kill
was a local hunter named Dwelb who has been
missing from the village for over 2 months. His
bones are scattered about the cave in area A,
covered in gnaw marks.
Mini Quest this area including the bones of Dwelb the
If the PCs gather Dwelb’s bones and return hunter. If these bones are collected and
them to the village they will be rewarded returned to the village for identification a
20 gp by his family. The family will also reward of 10 gold will be given to the PCs
pay the PCs another 100 gp to return to the along with many thanks by friends of
Kobold cave to slay each and every one of Dwelb. 15 of the 20 Kobolds who live
the foul creatures. here can be found in this room at any
given time. The rest are out hunting and
scavenging for anything they can get their
Cave Entry
hands on.
All of the Kobolds are sickly and
The entrance of the Kobold Cave appears emaciated. It is fairly obvious to the PCs
simple enough. A path of dried fallen that they are starving.
leaves leads up to the entrance, concealing
the kobold tracks from would be revenge Skill Check
seekers from the local village.
Diplomacy Check
A concealed trap awaits the PCs just
outside the entrance. The kobolds have
worked hard to dig a deep pit and conceal If the PCs offer food to the Kobolds you may
adjust the following DCs down 5 points.
it with stretched bear skins covered in If the PCs offer enough food to feed all of the
leaves. Now all they must do is wait for a Kobolds for 1 day you may adjust the DCs down
foolish humanoid to come to dinner. 10-15 points.
DC 25 (Change Kobold reaction from
Hostile to Unfriendly)
Pit Trap DC 30 (Change Kobold reaction from
CR 4 Hostile to Indifferent)
DC 35 (Change Kobold reaction from
Search/Perception DC 20 Hostile to Friendly)
Disable Device DC 20 Success = The Kobolds will listen to the PCs. If
Reflex Save Avoids/60 feet deep (6d6, fall) the PCs offer immediate food with a promise of
more to come, the kobolds will refrain from
Location Trigger/Manual Reset killing the PCs (for now).
*Note: If the PCs are able to befriend the kobolds
A. Living Quarters they will warn the PCs that a small group of
Kobolds (1d4+2) are still out hunting and will
This section of the cave contains a roaring return soon. They will need to be cautious so the
fire fed with wet timber which creates a lot newcomers don’t attack outright!
of smoke. Most of the smoke exits the Kobold Opposing Diplomacy Checks for
ceiling through numerous cracks in the Negotiation Purposes = -1
rocks.
Failure = The Kobolds decide to eat the PCs for
Bones and refuse are scattered throughout supper!
B. Store Room/Traps 6. Pyrandia the Pixie Village
This is normally where the Kobolds keep A beautiful miniature village using the
their supply of food for the winter. Now it natural beauty of the forest as its canvas
is completely empty. Only a few empty is seemingly painted upon the trees.
barrels and glass jars (stolen from humans)
litter this area. A few traps which the Tiny houses built onto tree limbs
Kobolds have been building to snag prey and tucked inside squirrel holes
for food are being constructed here. None wrap around every tree in this
of the traps are currently operational. part of the forest. Tiny creatures
dripping with glistening sparkles and little
Skill Check insect wings flutter about, chattering like a
Search/Perception DC 20 storm of chipmunks as you approach.
Success = There are a few fish
bones covered in dirt. They have a faint If Trialia the Pixie is with the PCs she will
pickled smell and can be taken by the PCs warn the villagers that the PCs are coming
in place of a whole fish. then return to the party. As they enter the
There are no whole fish of any kind within village she will beg the other Pixies not to
the Kobold cave. attack the PCs (Sense Motive DC 20
reveals her true motives). Her pleas go
There is a 20% chance that two Kobolds unanswered (of course) and the PCs are
will be in this room working on one of the met with a barrage of debilitating spells!
traps. If they see the PCs they will scream
Although the Pixies only attempt to
to alert the rest of the family in area A.
disable the PCs they will engage in more
Combat serious combat should the PCs kill any of
Starving Kobolds 20) their kin.
The Kobolds are considered Potential Combat
fatigued but are able to fight for 10 rounds Pixies (15)
before becoming exhausted.
GM Note: There are a total of 55 Pixies
3.5 OGL/Pathfinder living in this village but most are too young or
Tactics: The Kobolds have no tactics at weak to fight and will not confront the PCs if
this point. Normally they are quite crafty engaged in combat.
and tricky, but these Kobolds are starving Use: Pathfinder Pixie Varient (3.5 version is
and attack with survival on their mind. If quite different)
given the chance some will even rip raw
flesh off the bones of the PCs during Tactics: The Pixies will use whatever means
combat. necessary to disable the PCs without bringing
harm to them. At first they will attempt to cast
Sleep and/or Charm on the PCs but will settle for
Irresistible Dance if those spells don’t have the
desired effect. They simply wish to stun them, tie
them up, and question them.
Sir Dellwood CR 5
XP 1600
NG Small fey (Pixie) SPECIAL ABILITIES
Init +5; Senses darkvision 60 ft.; low-
light vision; Perception +9 Invisibility (Su) A pixie remains invisible even
when it attacks. This ability is constant, but the
DEFENSE pixie can suppress or resume it as a free action.
Special Arrows (Su) When a pixie fires an arrow
AC 18, touch 17, flat-footed 0 12 (+5 from any bow, it can decide to change the arrow’s
Dex, +1 dodge, +1 natural, +1 size) properties by sprinkling it with magical pixie
hp 31 (7d6+7) dust. Doing so is a free action as long as the pixie
Fort +2, Ref +9, Will +6; is the one who fires the arrow. A pixie can
Desensive Abilities; invisibility; DR generate a number of uses of dust equal to its
Charisma score each day (16 uses per day for
10/cold iron; 5/evil; Resist
most pixies)-the dust is useless to another
acid/cold/electricity 10; SR 15 creature unless the pixie gives the dust freely. In
OFFENSE this case, the pixie chooses what effect the dust
will have on an arrow when it is applied, and it
Speed 20 ft., fly 60 ft. (good) takes a standard action to apply the dust to the
Melee short sword +8 (1d4-2/19-20) arrow. Once pixie dust is applied to an arrow, the
Ranged longbow +8 (1d6-2/x3) pixie’s chosen effect persists on the arrow for
Space 5 ft.Reach 5 ft. only 1 round. As long as an arrow is altered in
this way, it does not inflict damage when it hits-it
Special Attacks special arrows; Smite only causes its new effect. A pixie can choose any
Evil 1/day (swift action, +Cha bonus to one of the following three effects when dusting
attack, +HD bonus to damage; persists an arrow. Save DCs are Charisma-based. Charm:
until target dead or creature rests). The target must succeed on a DC 15 Will save or
Spell-Like Abilities (CL 8th) Constant- be affected as though by a charm monster spell
detect chaos, detect evil, detect good, for 10 minutes.
Memory Loss: The target must succeed on a DC
detect law 1/day-dancing lights, detect 15 Will save or be affected by a modify memory
thoughts (DC 15), dispel magic, entangle spell (this effect can only eliminate the previous 5
(DC 14), lesser confusion (DC 14), minutes of memory-a pixie typically uses this
permanent image (DC 19; visual and ability to make the target forget it encountered the
auditory elements only), shield pixie so it won’t chase the pixie when he flees).
Sleep: The target must succeed on a DC 15 Will
STATISTICS save or fall asleep for 5 minutes.
Str 7, Dex 21, Con 12, Int 16, Wis 15,
Cha 16;
Base Atk 2; CMB -1; CMD 15
Feats Dodge, Weapon Finesse Once all of the PCs are disabled the Pixies
Skills Acrobatics +12, Bluff +10, Escape tie them to nearby trees. When they begin
Artist +12, Fly +18, Knowledge (nature) to awake the questioning begins.
+10, Perception +9, Sense Motive +9,
Stealth +16, Use Magic Device +10
Languages Common, Sylvan
Sir Dellwood
The leader of the Pixies is Sir Dellwood, a Pixie old and wise beyond his years. He holds a
grand inquisition to get to the bottom of why the magical energy of the forest has been
weakening as of late. The Pixies draw their energy from the strength of the woods and some of their
spells (such as the spell which keeps their home invisible to outsiders) have not been functioning.
He also wants to know what happened to the Brownie Village that was washed away a couple years
ago. Many felled logs were found at the site of the massacre and the incident was assumed to have
been caused by humans. Sir Dellwood has conducted many inquisitions and interrogations, thus is
almost always able to tell when someone is lying. He will find out if the PCs know anything or were
responsible for the death of the Brownies.
Sir Dellwood is a reasonable man and will only torture the PCs should they refuse to answer his
inquisition.

You begin to awaken and look around. You are tied to a large tree! Both your
hands and legs are tightly tied together and you cannot move. A great buzz like a
thousand beehives can be heard above and you see the glistening of pixie dust
falling from the treetops. One by one, Pixies begin to land in the nearby trees.
Pretty soon you have accrued quite the audience.

A larger Pixie with white hair and golden clothing gently descends from above looking
each of you over. He holds a silver scepter in one hand and a tiny book in the other.
He nods at each of you and turns to the mob buzzing in a high pitched whir. “Here ye,
Here ye! Today, the Pixies have caught some pink skinned invaders intent on some
sort of malicious activity which they intended on performing while within the Pixie
owned territory of this woodland. We will now torture the invaders to get to the
bottom of this and find out who sent them.”

“Men, remove the boots.” A few Pixies quickly untie and remove the boots from your
entire group. “Remove socks” your socks come off. “Prepare the weapon.” Pixies
fly down from the higher tree limbs holding gigantic white feathers.

“Will you talk?” he asks you.

“Commence torture!” The


Pixies flutter their wings against
If the PCs will discuss who sent them and
the soles of your feet while
why they are here (or make up a lie the Pixies
tickling away with the giant
are satisfied with) Sir Delwood will document
feathers. You burst into laughter!
this information and then release the PCs.
More than anything else, Sir Delwood wants
to know the reason for the waning magical
energy within the forest. (Fact: Trickle down
effect from clear cut and log pond caused
depletion.)
If the PCs refuse to cooperate, by all means-
continue with the torture!
Skill Check released they came crashing down the
river obliterating everything in their path.
Tickle Torture All 100 Brownies were killed, men,
A person can only endure women, and children.
laughter for so long before breaking and Sir This event was horrific and an enormous
Dellwood knows this. He also enjoys shock to the magical energy which binds
hearing laughter in the forest again (both the forest. Most of the Brownies died
from the PCs and the Pixies watching). before fulfilling their life quests. Because
Fort Save DC 10 of this, many of the dead Brownies later
arose as undead spirits bound to the mortal
For every 2-3 minutes of “tickle torture”
world and doomed to exist forever in pure
the Fort Save DC increases by 2 points
agony and suffering.
until hitting it’s maximum at DC 20.
Three of these spirits in the form of
f the PCs still won’t talk the Pixies will Skeletons approach the PCs when they
release them in the middle of the night arrive at the decimated village. These
when most of the dangerous predators are undead Brownies immediately suspect that
out lurking (proceed to combat below). the PCs are responsible for the destruction
of their village as they rarely see “tall
Dire Wolf folk” in this part of the woods.
3.5 OGL/Pathfinder Skill Check
Diplomacy DC 30
PCs explain they are on a mission for the
Great Hamadryad = +5 bonus
7. Washed Out Brownie Village PCs spend time to explain themselves in great detail =
+5 bonus
The remnants of a small Brownie village PCs reveal the existence of the loggers and the pond
are scattered throughout the woods. above which may have caused this damage = +10 bonus
Landlocked logs are frozen in many
small ponds. Success = Once the PCs have convinced the spirits
they are not the ones who killed them the spirits ask for
their help. They need the PCs to gather the bones of all
This is all that is left of a once great the Brownie villagers and their children. They must
Brownie village. A couple years ago the then take them to the Great Hamadryad to be buried so
loggers pulled the dam at the pond, they may finally be laid to rest.
releasing the water and over 500 logs If the PCs refuse to help the undead Brownies they
which flowed down the hill and into the attack the group. The Brownies suspect that the PCs
Serpent Lake where they could be have lied to them and are in fact the ones that destroyed
retrieved by ship. Little did they know the village.
that 100 Brownies made their homes next Failure = The Undead Skeletal Brownies attack the
to the river that flows through this part of party!
the forest. When the logs and water were
(3) Skeletal Brownies CR 2 STATISTICS
XP 400 Str 9, Dex 18, Con -, Int 14, Wis 15, Cha 17
N Tiny fey Base Atk +0; CMB +2; CMD 11
Init +8; Senses darkvision 60′, low-light vision; Feats Dodge, Improved InitiativeB, Weapon
Perception +8 FinesseB
Skills Acrobatics +8 (+4 jump), Bluff +7, Craft
(any one) +6, Escape Artist +8, Handle Animal
DEFENSE +4, Perception +8, Sense Motive +6, Stealth +16
AC 17, touch 17, flat-footed 12 (+4 Dex, +1 (+20 in forest); Racial Modifiers +2 Perception,
dodge, +1 natural, +2 size) +4 Stealth in forests
hp 16 (2d12+1) Languages Common, Elven, Gnome, Sylvan
Fort +1, Ref +6, Will +4; +2 vs. illusions ECOLOGY
Defensive Abilities invisibility; DR 5/cold iron; Environment temperate forests or plains
SR 12; Organization solitary, pair, party (3-6), or city
Immunity to all mind-affecting effects (charms, (100-100,000)
compulsions, phantasms, patterns, and morale Treasure standard
effects).
Undead Skeletal Brownies make their homes in
Immunity to poison, sleep effects, paralysis, the trunks of hollow trees, small earthy burrows,
stunning, disease, and death effects. swamps, and bogs. They often wear wispy
Not subject to critical hits, nonlethal damage, tattered clothing weaved from the silk of
ability drain, or energy drain. Immune to damage woodland worms. This clothing drifts about their
to its physical ability scores (Strength, Dexterity, bodies giving them an almost ethereal aesthetic
and Constitution), as well as to fatigue and quality. Skeletal Brownies speak slowly and use
exhaustion effects. strange words unique to their individual group or
clan.
Skeletal Brownies stand barely 2 feet tall and
OFFENSE
weigh 5-9 pounds.
Speed 20 ft.
Normally when facing danger Brownies prefer to
Melee claw +2/claw +2 (1d2+2/1d2+2), short rely on stealth, trickery, or par lay. Skeletal
sword +6 (1d2-2/19-20) Brownies on the other hand do not shy away from
Space 2.5 ft.Reach 0 ft. combat and almost relish causing harm to their
assailants.
Special Attacks special arrows; Smite Evil 1/day
(swift action, +Cha bonus to attack, +HD bonus SPECIAL ABILITIES Undead Type
to damage; persists until target dead or creature
rests).
Spell-Like Abilities (CL 7th; concentration +10)
At will–dancing lights, mending, prestidigitation
1/day–lesser confusion (DC 14), dimension door
(self only), mirror image, ventriloquism (DC 14)
Skill Check Return To The Sacred Grove
Spot/Perception
When the PCs return to the grove read the
DC 15 Success = The PCs find following:
pieces of miniature houses, rocking chairs,
swings, and other debris. Then they start to You return to the grove of trees to
discover the bones. Just over 70 tiny find the six symmetrical trees
skeletons scattered throughout the forest absent. The great tree remains
buried in the snow next to logs, some and as you approach the face
frozen in ponds the raging water left once again appears and looks you over.
behind. “So, you return. Tell me of your
journey and set the items on the ground
DC 20 Success = The PCs locate all 100 before me.”
Skeletal Brownies scattered throughout the
woods, some buried others stuck to the The PCs should have returned to
bottom of streams and ponds. They may the Sacred Grove with the
now take these bones to the Great following:
Hamadryad so she may lay them all to rest.
1. Fish bones
DC 30 Success = The PCs locate
2. Map with location of Pixie village
everything listed above PLUS a couple
magical items. These items are listed 3. At least 1 Brownie Skeleton
below. It is not necessary to have all of these, but the
Great Hamadryad will look upon the PCs with
greater respect if they do so. Her main purpose
Treasure in these quests was for the PCs to find out for
Staff of Size themselves how drastic an effect the logging
Alteration (20 has had. Holding the death of the forest in their
charges) - At first hands was something she hoped would cause a
glance this appears to be a small wooden sense of personal physical connection to the
stick. Upon closer inspection one finds experience.
small black magical runes traveling up one Read this once the PCs have finished
side. recanting their tale and laying the items
Eversmoking Bottle – This tiny bottle before her:
(Brownie size) is a small blue ceramic
“So, now you understand the effect that
decanter. A minuscule cork keeps the
your kind has had on the forest. The
bottle closed. Upon opening a never
animals lose their homes, the food
ending supply of smoke bellows forth.
supply dwindles, the destruction kills,
Due to the small size, this bottle produces
and the magical energy dissipates- weakening us
exactly 1/2 the area of effect and amount
all. I do not wish to cause harm to another living
of smoke as the standard.
creature, but your kind has given us no choice.
You will go now, leave these woods with the rest
of your ilk, never to return.”
The PCs may choose to negotiate with the Treasure
Great Hamadryad. She is not accustomed
*If the PCs performed all 3
to having her rule questioned, but since the
quests for the Great Hamadryad,
PCs have humored her thus far she will
she also offers up a strange ring
hear them out.
found on an explorer who died here many
Skill Check years ago. This ring will only be passed to
the PCs should they agree to evacuate the
Opposing Diplomacy Checks logging camp.
Great Hamadryad (Treant) Ring of the Ram (30 charges)
Diplomacy = +9
PCs refused to perform any of the “three
quests” = -9 to PC Diplomacy Check
Region Changing Event
PCs performed 1 out of 3 quests = -4
PCs performed 2 out of 3 quests = -1
It is now up to the PCs to decide which path to
PCs performed 3 out of 3 quests = +6
take.
PCs performed 3 out of 3 quests including
♥Do they agree to leave the forest and order the
bringing back ALL of the Brownie
loggers back to the village. If so, how will they
skeletons = +9
justify this to the Mayor?
PCs performed 3 out of 3 quests including
*If they choose this option the Mayor, the loggers,
bringing back ALL of the Brownie
and the village will be furious with them but they
skeletons and retain a druid or ranger in
will save the forest. Locals in the village may
their party = +12
threaten or attack the PCs, calling them traitors.
Success = The Great Hamadryad is -OR-
willing to take all dead logs, stumps, and
♦Do they decide to stay regardless of the Great
trees in the entire West Wood and float
Hamadryads demands? Do they attack her now
them down the river to Serpent Lake as
that she is unguarded and remove her so that the
long as she is protector of the West Wood.
loggers can finish the job?
In return she asks the PCs to ask the
logging camp to leave the area and the *If they choose this option the events below in the
local village to leave West Wood alone for Path of the Lumberjack will unfold with the PC’s
all time. If all three quests were party leader being the focus instead of Gordon.
successfully performed she also offers up After the Great Hamadryad is badly injured or
the treasure shown below.* slain the forest will slowly die, becoming a barren
wasteland. The mayor, loggers, and the village
Failure = The Great Hamadryad orders
will be indebted to the PCs for the job. Future
the humans out of the forest immediately
generations will accuse them of destroying a
and proceeds with the events described
resource which provided lumber for houses and
below under “World Shaping Event”.
good jobs for the locals.
Make it clear that it is up to the PCs to choose the
course of action they would like. There is no
wrong answer, there is only cause and effect.
The Path of the Druid
This will be the likely choice for parties which retain druid or ranger types.
If the group decides to protect the forest they must deal with the loggers and the local
village, neither of which will be happy with them. They will be sacrificing the local
economy, many local jobs, the well being of the village, and potential future jobs
working in and for the village. Although, the sacrifices the adventurer’s make now may
help to strengthen the forest. The Great Hamadryad may remember the good deeds of
the local village and move to defend them in the future should the need arise.

Path of the Druid – Requesting Assistance


It may seem difficult to convince an entire camp of loggers to turn tail and leave
the area. The PCs may wish to contact some of the groups within the forest to request
assistance.
The following list details which groups will help and how they will provide assistance:
“Dalarna” The Great Hamadryad = She has done all she can. If the PCs beg her for
assistance she will grant them the Ring of the Ram if she has not already done so.
Hamadryads = The Hamadryads will arrive in the camp at once, blocking the path into
the forest that the loggers regularly use. They will take tree form and stalwartly stand
there unless attacked in which case they will retaliate.
Kobolds = The Kobolds will not assist the PCs unless the leader of the PCs personally
requests an audience with their leader. Only if the PCs provided a significant amount of
food to the Kobolds will they offer to help. They will surround the logging camp and
attack from afar using ranged weapons such as bows and slings, refraining from hitting
any of the loggers unless they attempt to retaliate. Per the PCs instructions the goal is to
drive them away, not kill anyone.
Pixies = The Pixies will jump at the chance to join in. They show up en mass armed
with tiny poisoned arrows (sleep poison only) and their spells of course. They will do
whatever is required to drive the nasty loggers away.
Skeletal Brownies = The Skeletal Brownies have already been buried by the Great
Hamadryad. Their skeletons are now buried deep underground below her root structure.
At the PCs request the Great Hamadryad will call upon the three Skeletal Brownies the
PCs originally spoke with to return and assist them. After this their debt is paid and the
Brownies will sleep for eternity.
The Path of the Lumberjack
This will be the likely choice for parties which retain mercenary types or those who
hold human progress in greater regard than the well being of nature.
If the group decides to attack and destroy the Great Hamadryad the mayor,
loggers, and the village will be indebted to the PCs for the job. The loggers will
continue working hard to log all of the West Wood until not a tree is left standing.
The local village economy will skyrocket and the PCs will be hired by many locals
for quests and errands at an additional 25-50% the going rate!
The once great forest will fall and leave a barren wasteland of snow and ice.
Future generations will accuse them of destroying a resource which provided
lumber for houses and good jobs for the locals.

If the group brought Gordon the Lumber-


Although she focuses her attacks on
Master with them he will make the choice
Gordon she calls out “You are next, and
on his own. Given that the six guardians
your kin have already met their end!”
are away he will use this opportunity to
What she means by this is that the six
surprise the Great Hamadryad and attack.
Dryad sisters have been busy digging
He sees her as a powerful threat to not
trenches to reroute the flow of water from
only him and his men, but the entire
the river below the dam toward the mining
region. A creature this powerful must be
camp. When Gordon launches this attack
knocked off it’s pedestal are his exact
against the mother she instantly
thoughts.
telepathically notifies her daughters who
pull the supports holding the dam at the
The Great Hamadryad (Treant) logging pond. All of the water and logs
Weakened State: starts combat now rush down the newly gouged path
with 1/2 HP straight for the lumberjacks.
3.5 OGL/Pathfinder
By the time the PCs escape this madness
Gordon turns and feigns that he will leave and return to the camp everyone is already
with the rest of the group. The Lumber- dead.
Master then whips around and launches his
assault. This will result in Gordon If the Great Hamadryad is killed then parts
obtaining a surprise attack with his axe to of the forest start to dwindle and die. It
begin the combat. will survive and return to it’s former glory
in time, but it has been gravely weakened
The Great Hamadryad will focus her at the loss of the great mother of the
attacks on Gordon. garden.
Path of the Druid effects within the village: Path of the Lumberjack effects within
The villagers view the PCs as the village:
untrustworthy outsiders. Many The villagers view the PCs as
refuse to deal with them at all while heroes who have stabilized
others increase their rates to 125%- their economy. Most
200% when dealing with the PCs. merchants will give them a
The mayor will be especially disappointed and 25%-50% discount in dealing with the
will only present future quests at a mere 50% PCs.
pay compared to the usual going rate. If any The mayor will be especially happy with
important quests come up which risk national the PCs and will offer future quests with a
security he will not allow the PCs to take on the special reward such as a minor magical
responsibility and will instead rely on the Black item and/or an increase to 125% their
Bears mercenary company. normal pay. If any important quests come
Sage Yuri Statel will be quite pleased that the up the mayor will call upon the PCs first.
PCs have preserved the West Wood. Many rare Sage Yuri Statel is secretly upset about the
herbs and flowers bloom there in spring. He PCs actions in assisting the destruction at
uses these as ingredients in his potions and West Wood. Many rare herbs and flowers
experiments. Although he will refrain from bloom there in spring. He uses these as
showing any appreciation of their efforts in ingredients in his potions and
public, in private he will offer them six free experiments. Now that the forest is to be
potions (potion type at GM’s discretion). Each completely logged he will have to find
adventure that the PCs begin in the future will new ingredients to replace those he lost.
allow them 1 more free potion (roll randomly) Yuri attempts to kill two birds with one
from Yuri Statel as thanks for what they did in stone by hiring the PCs to retrieve rare
the West Wood and an incentive to continue herbs for him in hard to reach places,
preserving rare ingredients in the realm. blaming them for his limited supply.
After obtaining a sizable quantity he
begins ordering them deep into Dark
Skill Checks in Rybalka (Druid):
Wood where they might (whoops!) be
-5 penalty to Diplomacy, Gather Information, slain by powerful devils.
Perform, Sense Motive
+5 bonus to Intimidate, Gather Information Skill Checks in Rybalka (Lumberjack):
(Gather Information is only effective on some
NPCs and only when initiated after Intimidate. +5 bonus to Diplomacy, Gather
Some folks are fearful of the PCs after their Information, Perform, and Bluff
actions at the logging camp.) -5 penalty to Intimidate in dealings with
Over time these effects will wane, especially if lumberjacks, fisherman, and mine
the PCs negotiated a deal with the Great workers (Word has gotten around that the
Hamadryad to float dead logs and stumps down PCs are servants of the monarchy and
the river to the village. The amount of “free thus won’t do anything that would spoil
lumber” arriving effortlessly in the village the local economy.)
prompts many to change their minds about the Over time these effects will wane.
PCs.
Conclusion
Obviously the events described herein are to have a lasting impact your campaign
setting. There are many effects that will follow the PCs as long as they stay in this
region. The following effects are simply the “tip of the iceberg”. You may branch
out and elaborate on any of the following events/effect. You are also welcome to
add more as the PCs encounter new members of society.

A4 – Experience Awards
• 500 each – Persuading the loggers to return to the village thereby preventing bloodshed
• 300 each/per quest – For each quest completed for the Great Hamadryad
• 500 each BONUS! – All 3 Quests completed for Great Hamadryad
• 100 each – Attempting to find alternative solutions to the newly arisen problems in the
forest
• 500 each – Solving the entire dilemma of the forest with a mutually agreeable compromise
• 200 each – Support Roles: Cartographer (map-maker), Treasure Keeper, Adventure Log,
Time Keeper/Initiative Tracker
• 100-300 each – Role-Playing experience which varies depending on if player got into their
role & changed their voice
• Any additional awards you feel are appropriate as well as combat XP.

Thanks For Playing!


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